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Basic ramp to midrange deck. Playing 8 mana dorks and 8 explore creatures to ensure we have no issues getting to our midrange a turn early.
Our bridge creatures (from opening game to midrange) are not only creatures that help fix our mana but also are great attackers that must be dealt with or they win the game on their own.
Once we get to the midrange we are playing a pretty explosive arsenal of threats.
4cmc-
Bristling Hydra.
*Hexproof body that is big enough to outclass most the threats we will see from our opponents. Not as threatening as Hazoret, but we are seeing Hydra on turn three.
Shalai, Voice of Plenty.
*gives our other threats hexproof, is a great late game mana dump for anthem pump, and is a nice attacker on her own.
5cmc:
Nissa, Vital Force.
*just a total bomb creating 5/5 tramplers, and also is amazing at getting back any permanents we have lost along the way.
Lyra, Dawnbringer.
*the all-star that finishes games or brings you back from the brink of defeat. Has a great synergy with Shalai.
6cmc:
Ajani Unyieding.
*cannot create direct pressure on the opponents life total, however it will average a draw of two cards per turn while also being emergency removal.
2-seitig (Münzwurf) | |
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6-seitig (d6) | |
20-seitig (d20) | |
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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